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Build 12539 Info


Waldonnis

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May as well get this forum rolling. All info in this thread will be a summary of what is in place now and what's not rather than a difference between this build and the prior builds, FYI. Going forward, I'll just note changes. There are far too many to list in this initial post, but this should be most of the big stuff.

General:

  • Level cap is 83
  • Goblins and worgen are playable, but neither have race-specific mounts yet (more below)
  • Guild perk spells are in and (seem to be totally) enabled. We're still not sure how these are earned, but a few of us are watching the system closely. A reputation has been added for the guild (if you're in one) and "rep" is rewarded seemingly in proportion to experience gains from questing/killing currently. Not sure how this system will work quite yet.

Zones:

  • 1-58 Zones:

    [*]78+ Zones:

    • Mt. Hyjal (78+) is open
      • The elf in front of Garrosh's building will teleport you to Mt. Hyjal at any time

      [*]Vashj'ir (78+) is open

      • The quest to begin Vashj'ir starts in Durotar, just outside of the gates to Orgrimmar
      • The elf in front of Garrosh's building will teleport you to Vashj'ir once you've completed the initial quest to get there

      [*]Deepholm (81+) is open

      • The quest to begin Deepholm is located in the circle of stones located on the elevated area north of the flight master in Orgrimmar

      [*]The Current Zone Status thread has links for these as well

Orgrimmar:

  • Still largely unfinished, but slowly improving
  • Mailboxes are located in several places around town, but NOT near Garrosh's pad, so fly around if you need to check your mail
  • Target dummies are located in the Valley of Honor on the second floor above the warrior trainers (ask a guard to find the trainers if you're lost)
  • Thrall is gone...kinda :)
  • The flight master is now on an elevated platform above the Drag and is reachable via three elevators. A flying mount vendor and trainer are located there as well.
  • The zepellin landing platforms are now located inside of Orgrimmar on either side of the flight master. Here's a breakdown of where they go since they aren't designated with banners and NPCs yet:
    • Western Tower
      • East-side zep - Borean Tundra
      • West-side zep - Thunder Bluff

      [*]Eastern Tower

      • East-side zep - Grom'Gol
      • West-side zep - Undercity

    [*]Every type of class trainer is now available in Orgrimmar (even druids and paladins), but you may have to look around to find them

Classes:

  • All have new talent trees. Yes, there are some bugs and sometimes a spec won't "stick" after a relog or reload. This build's talent trees are less barren than the last ones, so it's progressing. I highly recommend turning on the talent preview UI feature for a few reasons.
  • Level 83 spells are trainable...at 83.
  • All spells now have one rank (with a few bugged exceptions) and will scale according to your level
  • UI tooltips now show actual damage/healing values for each spell and ability rather than "naked" values
  • As everyone probably knows, hunters use focus now...it's still very much a work in progress, but interesting.
  • Hunters and warlocks begin with pets starting at level 1, but don't get the ability to control their pets until level 10 (no pet bar until then); each race of hunter begins with a different type of pet that fits the race's theme (bats for Forsaken, mastiffs for worgen, etc.)

Races:

  • Several older races have had their starting zones revamped, including tauren, trolls, and orcs. They are in varying states of completion. See the zone status thread linked above for more info.
  • New race/class combos are active, including troll warlocks!
  • Troll and worgen druid forms are mostly in, although both share the night elf moonkin model currently (and flight forms).
  • Neither goblin nor worgen death knights are working properly currently due to no race-equivalent NPC appearing at the "kill that old friend of yours" quest stage in the starting zone, preventing them from going past it.
  • Goblins:
    • No race mount is available currently, so don't bother looking
    • No riding trainer in EK or Kalimdor will talk to goblins. The workaround is to learn Blacksmithing, then talk to the weaponsmith *inside the smithing building* in Orgrimmar to learn the Summon Felsteed spell. Obtaining faster ground travel training requires a visit to Thrallmar or any riding trainer in Northrend.
    • Bilgewater Harbor, the goblin "city" located in Azshara, is still largely incomplete. Beware if you're flying over or running around, since there are untextured areas of town that will dismount you or that you can fall through.
    • Dances and jokes are in as well. Enjoy! Not all audible emotes have sounds yet, but many do.

    [*]Worgen:

    • No race mount is available currently, but the night elves in Darnassus will happily sell a cat to you and teach you how to ride (unlike goblins, who have to go through some stupid contortions).
    • Gilneas is phased completely, so visiting it as an outsider will just show an empy (but neat) zone currently
    • Worgen males got a new face! Very...growly. Females are still not implemented yet (or really, they were, but were shunted back to the male model due to MANY model and texture problems).
    • Worgen who were created prior to this build may show up without a face (and females may have become males). If you have no face and are wearing the "top hat" reward item, remove it and your face might show up again. The texture clipping for helms is apparently still a work in progress. If that doesn't help, it's a bug that's related to certain feature sets (and no barber shops work, so you'll have to live with it).
    • R.I.P. <This Will Be A Carriage>.....we will miss you.

User Interface:

  • Lots of improvements
  • Character Sheet now has a flyout for stats, which lets you rearrange the blocks of information as you wish and also hide the whole thing. Values such as "spell hit" are now expressed as a percentage rather than a rating (THANK YOU), with the rating being visible on mouseover.
  • Spellbook has been totally redone and now shows all class spells and when you can learn them. If you level and a new spell becomes available, it highlights it in your spellbook and recommends that you visit your trainer. There are some bugs with this when it comes to secondary specs that have specialty spells.
  • TOTALLY new profession pane. Unfortunately, it doesn't show buttons for all tradeskill abilities (notably jewelcrafting and smelting). To work around it temporarily, you can just type '/use Jewelcrafting' or '/use Smelting'.
  • Level-up overlays are now present, which congratulate you on a new level and show you any new spells or features available to you. These are very nice!
  • New guild UI is still in progress (but the code looks pretty cool). The old one has been disabled and the new one isn't available yet, so /who is your friend. This affects guild bank functionality as well, unfortunately.
  • New "compact party frames" are available for testing. They're about the size of a standard configuration of Grid's unit frames.
  • Talent window shows all three "pages" at once. It's still a bit small, but it's a vast improvement. The specialisation stuff has been added recently as well, which gives you an overview of what each tree is focused on and what special spells come with specialising in them.
  • Tracking dropdown on the minimap now lets you track multiple things at once. Rejoice!
  • Mmm, new water textures are tasty...as is the (still buggy) dx11 render path.

Professions:

  • No new recipes have been added yet (sort of) and the new ranks of trade skills are not available. Some have new recipes showing up in their lists, but not everyone does and nobody can figure out why.
  • Cooking and fishing dailies have been added in Orgrimmar. Some are quite funny.

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